mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-22 16:13:45 +00:00
Some code cleanup, tweak and optimizations for assets, entities and components.
This commit is contained in:
parent
cfbdf63cd7
commit
abe4370c8a
15 changed files with 58 additions and 40 deletions
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@ -90,14 +90,9 @@ ConsoleSetType(TypeImageAssetPtr)
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//-----------------------------------------------------------------------------
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ImageAsset::ImageAsset()
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ImageAsset::ImageAsset() : AssetBase(), mImage(nullptr), mUseMips(true), mIsHDRImage(false), mIsValidImage(false)
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{
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mImageFileName = StringTable->EmptyString();
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mImage = NULL;
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mUseMips = true;
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mIsHDRImage = false;
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mIsValidImage = false;
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}
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//-----------------------------------------------------------------------------
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@ -47,11 +47,6 @@ class ImageAsset : public AssetBase
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{
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typedef AssetBase Parent;
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AssetManager* mpOwningAssetManager;
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bool mAssetInitialized;
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AssetDefinition* mpAssetDefinition;
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U32 mAcquireReferenceCount;
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StringTableEntry mImageFileName;
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GFXTexHandle mImage;
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@ -90,10 +90,12 @@ ConsoleSetType(TypeLevelAssetPtr)
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//-----------------------------------------------------------------------------
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LevelAsset::LevelAsset()
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LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
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{
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mLevelFile = StringTable->EmptyString();
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mPreviewImage = StringTable->EmptyString();
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mMainLevelAsset = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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@ -89,7 +89,7 @@ ConsoleSetType(TypeScriptAssetPtr)
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//-----------------------------------------------------------------------------
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ScriptAsset::ScriptAsset()
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ScriptAsset::ScriptAsset() : AssetBase(), mIsServerSide(true)
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{
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mScriptFilePath = StringTable->EmptyString();
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}
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@ -613,6 +613,9 @@ void AnimationComponent::advanceThreads(F32 dt)
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if (!mOwnerRenderInst)
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return;
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if (mOwnerShapeInstance == nullptr || !getShape())
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return;
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for (U32 i = 0; i < MaxScriptThreads; i++)
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{
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Thread& st = mAnimationThreads[i];
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@ -142,10 +142,12 @@ CollisionComponent::CollisionComponent() : Component()
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StaticShapeObjectType | VehicleObjectType |
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VehicleBlockerObjectType | DynamicShapeObjectType | StaticObjectType | EntityObjectType | TriggerObjectType);
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mPhysicsRep = NULL;
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mPhysicsWorld = NULL;
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mPhysicsRep = nullptr;
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mPhysicsWorld = nullptr;
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mTimeoutList = NULL;
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mTimeoutList = nullptr;
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mAnimated = false;
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}
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CollisionComponent::~CollisionComponent()
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@ -67,6 +67,13 @@ Component::Component()
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mOriginatingAssetId = StringTable->EmptyString();
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mIsServerObject = true;
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componentIdx = 0;
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mHidden = false;
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mEnabled = true;
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mDirtyMaskBits = 0;
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}
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Component::~Component()
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@ -535,7 +542,7 @@ const char * Component::getDescriptionText(const char *desc)
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if (desc == NULL)
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return NULL;
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char *newDesc;
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char *newDesc = "";
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// [tom, 1/12/2007] If it isn't a file, just do it the easy way
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if (!Platform::isFile(desc))
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@ -568,7 +575,7 @@ const char * Component::getDescriptionText(const char *desc)
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}
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str.close();
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delete stream;
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//delete stream;
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return newDesc;
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}
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@ -30,6 +30,10 @@ StateMachine::StateMachine()
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mStartingState = "";
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mCurCreateState = NULL;
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mStateMachineFile = StringTable->EmptyString();
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mCurCreateState = nullptr;
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}
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StateMachine::~StateMachine()
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@ -158,6 +158,8 @@ public:
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{
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if (index <= mFields.size())
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return mFields[index];
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return StateField(); //return a blank one
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}
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Signal< void(StateMachine*, S32 stateIdx) > onStateChanged;
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@ -119,8 +119,11 @@ PlayerControllerComponent::PlayerControllerComponent() : Component()
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mInputVelocity = Point3F(0, 0, 0);
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mPhysicsRep = NULL;
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mPhysicsWorld = NULL;
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mPhysicsRep = nullptr;
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mPhysicsWorld = nullptr;
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mOwnerCollisionInterface = nullptr;
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mIntegrationCount = 0;
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}
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PlayerControllerComponent::~PlayerControllerComponent()
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@ -59,7 +59,7 @@ ImplementEnumType(BatchingMode,
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//////////////////////////////////////////////////////////////////////////
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// Constructor/Destructor
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//////////////////////////////////////////////////////////////////////////
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MeshComponent::MeshComponent() : Component()
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MeshComponent::MeshComponent() : Component(), mShape(nullptr), mRenderMode(Individual)
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{
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mFriendlyName = "Mesh Component";
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mComponentType = "Render";
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@ -850,7 +850,7 @@ void Entity::setTransform(const MatrixF &mat)
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}
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}
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void Entity::setTransform(Point3F position, RotationF rotation)
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void Entity::setTransform(const Point3F& position, const RotationF& rotation)
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{
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MatrixF oldTransform = getTransform();
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@ -922,7 +922,7 @@ void Entity::setRenderTransform(const MatrixF &mat)
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Parent::setRenderTransform(mat);
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}
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void Entity::setRenderTransform(Point3F position, RotationF rotation)
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void Entity::setRenderTransform(const Point3F& position, const RotationF& rotation)
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{
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if (isMounted())
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{
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@ -977,7 +977,7 @@ MatrixF Entity::getTransform()
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}
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}
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void Entity::setMountOffset(Point3F posOffset)
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void Entity::setMountOffset(const Point3F& posOffset)
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{
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if (isMounted())
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{
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@ -987,7 +987,7 @@ void Entity::setMountOffset(Point3F posOffset)
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}
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}
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void Entity::setMountRotation(EulerF rotOffset)
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void Entity::setMountRotation(const EulerF& rotOffset)
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{
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if (isMounted())
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{
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@ -1111,11 +1111,12 @@ bool Entity::castRayRendered(const Point3F &start, const Point3F &end, RayInfo *
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bool Entity::buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere)
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{
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Vector<BuildPolyListInterface*> updaters = getComponents<BuildPolyListInterface>();
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Con::errorf("Build Poly List not yet implemented as a passthrough for Entity");
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/*Vector<BuildPolyListInterface*> updaters = getComponents<BuildPolyListInterface>();
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for (Vector<BuildPolyListInterface*>::iterator it = updaters.begin(); it != updaters.end(); it++)
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{
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return (*it)->buildPolyList(context, polyList, box, sphere);
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}
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}*/
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return false;
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}
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@ -1131,7 +1132,7 @@ void Entity::buildConvex(const Box3F& box, Convex* convex)
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//
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// Mounting and heirarchy manipulation
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void Entity::mountObject(SceneObject* objB, MatrixF txfm)
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void Entity::mountObject(SceneObject* objB, const MatrixF& txfm)
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{
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Parent::mountObject(objB, -1, txfm);
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Parent::addObject(objB);
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@ -1604,7 +1605,7 @@ void Entity::onCameraScopeQuery(NetConnection* connection, CameraScopeQuery* que
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}
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}
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//
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void Entity::setObjectBox(Box3F objBox)
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void Entity::setObjectBox(const Box3F& objBox)
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{
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mObjBox = objBox;
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resetWorldBox();
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@ -1705,8 +1706,8 @@ void Entity::setComponentDirty(Component *comp, bool forceUpdate)
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}
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}
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if (!found)
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return;
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//if (!found)
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// return;
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//if(mToLoadComponents.empty())
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// mStartComponentUpdate = true;
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@ -152,14 +152,14 @@ public:
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virtual void setTransform(const MatrixF &mat);
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virtual void setRenderTransform(const MatrixF &mat);
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void setTransform(Point3F position, RotationF rotation);
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void setTransform(const Point3F& position, const RotationF& rotation);
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void setRenderTransform(Point3F position, RotationF rotation);
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void setRenderTransform(const Point3F& position, const RotationF& rotation);
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virtual MatrixF getTransform();
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virtual Point3F getPosition() const { return mPos; }
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void setRotation(RotationF rotation) {
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void setRotation(const RotationF& rotation) {
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mRot = rotation;
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setMaskBits(TransformMask);
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};
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@ -167,8 +167,8 @@ public:
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static bool _setGameObject(void *object, const char *index, const char *data);
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void setMountOffset(Point3F posOffset);
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void setMountRotation(EulerF rotOffset);
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void setMountOffset(const Point3F& posOffset);
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void setMountRotation(const EulerF& rotOffset);
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//static bool _setEulerRotation( void *object, const char *index, const char *data );
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static bool _setPosition(void *object, const char *index, const char *data);
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@ -181,7 +181,7 @@ public:
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virtual void getRenderMountTransform(F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat);
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virtual void mountObject(SceneObject *obj, S32 node, const MatrixF &xfm = MatrixF::Identity);
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void mountObject(SceneObject* objB, MatrixF txfm);
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void mountObject(SceneObject* objB, const MatrixF& txfm);
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void onMount(SceneObject *obj, S32 node);
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void onUnmount(SceneObject *obj, S32 node);
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@ -218,7 +218,7 @@ public:
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return mComponents.size();
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}
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virtual void setObjectBox(Box3F objBox);
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virtual void setObjectBox(const Box3F& objBox);
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void resetWorldBox() { Parent::resetWorldBox(); }
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void resetObjectBox() { Parent::resetObjectBox(); }
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@ -11,6 +11,9 @@ Vector<MeshRenderSystem::BufferSet> MeshRenderSystem::mStaticBuffers(0);
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void MeshRenderSystem::render(SceneManager *sceneManager, SceneRenderState* state)
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{
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if (sceneManager == nullptr || state == nullptr)
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return;
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Frustum viewFrustum = state->getCullingFrustum();
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MatrixF camTransform = state->getCameraTransform();
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@ -129,7 +132,7 @@ void MeshRenderSystem::render(SceneManager *sceneManager, SceneRenderState* stat
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// We sort by the material then vertex buffer
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ri->defaultKey = matInst->getStateHint();
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ri->defaultKey2 = (uintptr_t)ri->vertBuff; // Not 64bit safe!
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ri->defaultKey2 = (U32)ri->vertBuff; // Not 64bit safe!
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// Submit our RenderInst to the RenderPassManager
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state->getRenderPass()->addInst(ri);
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@ -70,7 +70,8 @@ bool GuiInspectorEntityGroup::inspectGroup()
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{
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Entity* target = dynamic_cast<Entity*>(mParent->getInspectObject(0));
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Con::executef(this, "inspectObject", target->getIdString());
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if(target)
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Con::executef(this, "inspectObject", target->getIdString());
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}
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return true;
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